Each enemy reacts to strikes with visible knockback, flashes, and brutal sound effects. No weak or shoddy weapons (I'm looking at you, Klobb), no pea­shooter projectile sounds. The player should feel empowered in every encounter.

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The visuals will be the other major factor in forging the tone and intention of the spaces. Each environment uses a striking and specific palette to highlight landmarks, and they're littered with touches like reactive wildlife and intricate architecture. The world is long past its era of great carnage, but remnants are everywhere: craters from battles fought, wreckage from hulking machines grown­over, bones from mammoth creatures, tubes of rotting experiments in ancient labs.

It's just another game that's changing the Vita into a go-to platform for idiosyncratic game experiences and proving out Sony's commitment to indies.